I upload various mods to ModDB, so that they may gain some attention. If anyone needs any help with their profile pages send me a PM.
Mod Review on Nov 20th, 2013
It's like Amnesia and Slender meets Doom, its hard to describe how this feels, but picture those games but more encounters, more darkness and generally difficult especially if you play with the regular monsters activated. If you want Doom to be a whole new experience, atmospheric and scary, then this is the mod for you.
Game Review on Sep 30th, 2013
Ranger mode hides the hide which is fine (as well as making damage more severe and resources more scarce). In "real life" combat, there's no person standing next to you counting every shot you fire and marking it off from a total. You have to keep track of how many bullets you have in your clip yourself. The problem is theres no way to tell how much reserve ammunition you have, except for the military grade ammo...
In Metro 2033's Ranger Mode, they told you how many bullets you have total (you had to holster your weapon and open the objectives clipboard). I think that's a fine way to do things, because you can really only afford to do it out of combat, which is a time where you would actually be able to count up how much spare ammo you have and how much is left in your clip.
Mod Review on Sep 28th, 2013
The house does excellent at establishing atmosphere, you gets you so in the mood for the rest of the game, on its own it could easily have been its own short story, very engaging eventhough your running around the same house. Because there are things to uncover.
The prologue is not nearly the same level of subtlety or anything that I would consider top tier story telling, art or substance.. but it was fun. It's clearly a action adventure, hl2 just with new assets to replace everything. A rather average total conversion, eventhough you can tell alot of work went into the whole thing. This would have given the game atleast a 7/10 for the effort and that chase sequence alone is fantastic.
I think that episode 1 tries to combine the superior atmosphere generated in the house, and the action of the prologue... while utilizing scarce resources to keep yourself fed and have ample light. Becoming action-horror and a run/hide horror. Problem is the evasive horror aspect doesn't work to well.
Theres no danger if your well armed, it uses the mechanics of hiding in the lockers which we only vaguely used once or twice in the dream sequences.. which doesn't work.
Enemies will stay close to outside the locker, forcing you to either run away again or do the much easier and smarter thing.. killing it.
Except in one short sequence where you hurt your leg from a fall and lose your weapons, that's the only true genuine horror gameplay in the mod.
It does work as a action-horror because the enemies are plentiful enough to fight later on... on hard difficulty. So its got credit there. Near the last 2 hours of the game it changes into pure action. Blasting away armed full body armored bad guys and so you begin to uncover more than just those 2 previous exposition dumps.
The reason to play Underhell is to see 3 different styles of gameplay, and to appreciate the story of "the house", & whatever else we may learn as the game progresse
Game Review on Sep 23rd, 2013 - 1 person agrees 2 people don't
I found the story pieced together and it never really gave you any real way to fight the threat, so instead your character was thrust into the danger. Because logically your character would not try and stop the evil spirit if they have no idea how to stop it. I found this rather odd decision. 95% of players would obviously choose to run away when they get the chance. I don't see why our character can't... for dramatic purposes it does make for a sadder, more violent ending though.
+ Atmosphere is so thick you can feel it from the first few moments of the game
+ Jumpscares, eventhough a fair few are predictable. Theres a few that aren't though.
+ It feels like a evolution of Amnesia. You can hide underneath tables and beds, and in lockers. Enemies actually try and look through lockers though if they see you go in the room.
+ Story keeps you intrigued.
+ The enemies are humanlike and disturbed ugly individuals. Suffice to say, you are frightened. The fact that some of them are friendly it seems is quite
- I found the story to be a bit lacking after its all said and done. I felt like there could have been a bit more to it. Keeping you intrigued works to a certain point.
- The horror is a bit to focused on jump scares, it does shake it up a bit every now and then though.
- Game lost its fear factor in the last 40 minutes but thats ok, I was thoroughly satisfied by that point, at this point you merely want to the story to be resolved.
- Batteries (and therefore Nightvision) was quite plentiful with some bare minimum exploration but luckily I used it only when I absolutely needed to.
Game Review on May 31st, 2013
No review provided
Game Review on May 24th, 2013
No review provided
Game Review on May 20th, 2013 - 1 person agrees
-Max's Character, hes all brooding, nihilistic old bastard. He spends almost all of his dialogue complaining, self hatred & wanting to die. While it does seem like Max as a character with no one he cares about left alive, seems like a natural evolution, what made the series work before was not just his cynicism and metaphors, it was the fact he was a good guy underneath all that.. having something to fight for!
nihilists on the other hand are boring. We hate having to listen them go on, unless its something they keep inside of themselves.
Not just that, but alot of people can't relate to the whole drinking problem thing.
What exacerbates the problem is we never get to see him try and see the lighter side of things or try to enjoy himself even when hes at a party.
Mod Review on May 2nd, 2013 - 2 people agree
+Pretty middle length, essentially its one episode long. At around 5-6 hours.
+Funny, subtle humor with some references
+Fun. Its worth every minute.
+New arts and assets that remind of the old DNF
+Probably slightly better than the real DNF
+They did used Muesla's dike physics... and dukes rocket ship for the chopper.
-You don't get to rescue the president
-The voice sound files from the trailer used in the mod sound very muted and low quality that you can barely hear it
-You can't interact with poker or vending machines, drink coffee,
set car alarms off when kicking cars ect dnf is supposed to have a higher level of interactivity